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C O R E I N J E C T I O N<br />

M E C H A N I Z E D D A M A G E<br />

Version 000.5<br />

REQUIRES THE USE OF THE SILHOUETTE CORE RULES BY DREAM POD 9


introduction<br />

Welcome to CORE Injection: Mechanized Damage -- a fan-produced e-book supplement for the Silhouette CORE game<br />

engine, produced by Dream Pod 9. As the title implies, this book (the third in a series) deals with an alternate vehicle damage<br />

system than the one found in the SilCore rulebook.<br />

This project is an offshoot of a game conversion project. In devising a method of damage resolution to better reflect the<br />

original game system, it became apparent that such a system could also be useful in other SilCore universes/games. With a<br />

bit of extrapolation, it has been developed to what you see here. This variant damage system has a higher granularity than<br />

the base system, with two goals. The first is to create a system that enhances the lifespan of vehicles, removing the Overkill<br />

effect and replacing it with a system of continual component degradation and damage. The second is to provide more intense<br />

combats for RP games or small combats, where vehicles can continue to limp around even after sustaining a heavy barrage<br />

of fire, struggling to survive for one final hit, or to just get home.<br />

I realize some may be a bit put off by the detail in the system, or may find it a bit too close to the “Fill in the Boxes” style of<br />

damage recording; I don’t mean to suggest it is perfect for every game. Further exposé of the premise behind the rules, as<br />

well as suggestions on incorporating it into your games can be found within the rules proper.<br />

I hope you enjoy and get good use out of the material in this e-book. Please feel free to stop by my website and/or email me<br />

any comments and feedback you may have.<br />

Oliver Bollmann [kannik@madcoyote.com]<br />

http://www.madcoyote.com/kannik/rpg.html<br />

Version 0.5, OCTOBERr 2003<br />

VERSION NOTES:<br />

Initial Version, soliciting comments.<br />

Back Cover Absent.<br />

Special thanks to Thomas Rodriguez Jr and James Laflamme and those on the SilCore Yahoogroups mailing lists for ideas,<br />

comments and suggestions.<br />

copyright information<br />

Silhouette, Silhouette Core and Core Command are Trademarks of Dream Pod 9, Inc.<br />

Silhouette Core Rules are © Dream Pod 9, Inc.<br />

All images and/or trademarks are used without malicious intent nor with intent to challenge current trademark<br />

ownership. The rules contained herein require the purchase of the Silhouette Core book by Dream Pod 9. This<br />

volume can thus be considered a promotion piece.<br />

NOTE: No implication of an “Open Gaming License” is suggested by the “REQUIRES THE USE OF THE<br />

SILHOUETTE CORE RULES BY DREAM POD 9” text on the front cover.<br />

Please visit www.dp9.com for more Silhouette information and to purchase.<br />

Textual Contents and Material contained within this book, save for the Trademarks and material listed above, are<br />

copyright Oliver Bollmann, ©2003.<br />

1


POD Damage system<br />

Piecemeal Operational Degradation<br />

INTRODUCTION<br />

The Piecemeal Operational Degradation (POD) system for<br />

Silhouette CORE is an alternate damage system that can<br />

complement or replace the standard System Damage tables.<br />

The basic premise of the POD system is to convert all damage<br />

levels into component/systems damage, without an ‘instant kill’<br />

level. As the vehicle takes damage, its systems are rendered<br />

out of commission and its capabilities and performance<br />

reduced, until the vehicle is no longer able to function.<br />

No other rules are changed with the POD system. The default<br />

method of comparing final DM results to Armour remains the<br />

same: higher ‘levels’ of damage result in increased number of<br />

components damaged.<br />

IMPLICATIONS AND USE<br />

Without an Overkill level of damage, vehicles under the POD<br />

system will tend to last longer than their CORE damage system<br />

counterparts, finding their capabilities continually degraded<br />

until they are rendered inoperative or something catastrophic<br />

occurs (such as an ammunition hit). Additionally, the POD<br />

system does increase the requirements for bookkeeping,<br />

resolution time and dice rolls. Thus, the POD system is best<br />

suited for RPG-type games rather than purely tactical ones,<br />

though it will of course work in both circumstances.<br />

In an RPG setting, the POD system can help reduce the<br />

possible volatility of player deaths though vehicle destruction<br />

(and/or a lack of emergency dice), while increasing the<br />

tension and RP possibilities through system damage and<br />

limping home in a battered vehicle. Jurry-rigging temporary<br />

repairs also adds to the drama of the situation.<br />

The POD system can find a home in just about every style<br />

of RPG play, and every level of reality distortion. In a game<br />

where mechanical action does not come into play often, but<br />

when it does it is a major event, the POD system will keep<br />

the action going and provide extra tension and descriptive<br />

potential. In a more ‘traditional’ adventurous or even animeinspired<br />

game, the POD system can be used for only certain<br />

vehicles. PCs and major NPC vehicles could be tracked using<br />

the POD system, while generic soldiers/vehicles (aka goons)<br />

would be tracked with the standard SilCORE damage system.<br />

This simulates very well heroes blasting their way through<br />

scores of enemies, destroying them left, right and centre, only<br />

to enter into a protracted battle with the main enemy that rages<br />

on for hours while they whittle each other’s vehicles down...<br />

Pure tactical play can also make use of the POD system quite<br />

handily, especially for small, unit-on-unit encounters. The<br />

POD system is also appropriate when converting other game<br />

systems/universes into Silhouette rules, as it may preserve<br />

the ‘feel’ of the damage system in the original game system.<br />

USING THE POD DAMAGE SYSTEM<br />

Standard SilCORE combat is unaffected with the use of<br />

the POD system except in the area of vehicle damage, and<br />

the effects of this damage. The Damage itself is calculated<br />

normally (DM times MoS), but the outcome of the damage<br />

becomes an increasing number of rolls on a new Component<br />

Damage Table.<br />

DAMAGE EFFECTS<br />

DAMAGE EFFECT EFFECT (REDUCED) EFFECT (ENHANCED) ARMOUR REMOVED<br />

Damage < No Effect; Nothing No Effect; Nothing No Effect; Nothing<br />

< Damage < 2 1 Roll 1 Roll 2 Rolls 1 point<br />

2 < Damage < 3 3 Rolls 2 Rolls 4 Rolls 2 points<br />

3 < Damage < 4 6 Rolls 4 Rolls 8 Rolls 2 points<br />

4 < Damage < 5 10 Rolls 6 Rolls 12 Rolls 3 points<br />

5 < Damage 15 Rolls 8 Rolls 18 Rolls 3 points<br />

For each Component Table roll indicated above, two dice<br />

are rolled on the Component Table (found below). The first<br />

indicates which of the major component system is affected,<br />

the second specifies the exact subsystem damaged. For<br />

ease of play, it is suggested to use dice of differing colours to<br />

better differentiate between which die indicates the system,<br />

and which indicates the subsystem.<br />

COMPONENT SYSTEM TABLE<br />

ROLL COMPONENT<br />

1 Structure<br />

2 Engineering<br />

3 Drive Systems<br />

4 Weapon Systems<br />

5 Cockpit<br />

6 Cascade<br />

SUBSYSTEMS: STRUCTURE<br />

ROLL EFFECT<br />

1 Bulkheads: No effect<br />

2 Bulkheads: No effect<br />

3 Minor Systems<br />

4 Structure<br />

5 Structure<br />

6 Structure:<br />

1 - Struts Break<br />

2 - Spine Cracks and Decompression<br />

3 - Vehicle Destroyed<br />

SUBSYSTEMS: DRIVE SYSTEMS<br />

ROLL EFFECT<br />

1 Maneuver: -1<br />

2 Direction: +1 MP (base) to change facing<br />

3 Maneuver: -1<br />

4 Movement: -1 MP<br />

5 Drive<br />

6 Drive:<br />

1 - Base MP reduced by 1/3<br />

2 - Base MP reduced by 2/3<br />

3 - Movement System Destroyed<br />

SUBSYSTEMS: COCKPIT<br />

ROLL EFFECT<br />

1 Information Warfare: -2 to 1d6 Systems<br />

2 Targeting: -1 to Gunnery<br />

3 Information Warfare: -2 to 1d6 Systems<br />

4 Crew Compartment<br />

5 Crew Compartment<br />

6 Crew Compartment<br />

SUBSYSTEMS: ENGINEERING<br />

ROLL EFFECT<br />

1 Power Grid Shorts: 1d6 Weapon Systems<br />

2 Helm Controls: -5 to Piloting<br />

3 Power Converter: -5 to Systems<br />

4 Power Transfer: No Movement<br />

5 Plant<br />

6 Plant:<br />

1 - Overheating<br />

2 - Heavy Overheating<br />

3 - Plant Destroyed (Test vs Explosion vs 4)<br />

SUBSYSTEMS: WEAPON SYSTEMS<br />

ROLL EFFECT<br />

1 Short: System Shorts for 1 turn<br />

2 Damaged: -1 to a single weapon<br />

3 Damaged: -1 to a single weapon<br />

4 Destroyed: Single weapon destroyed<br />

5 Ammunition<br />

6 Ammunition:<br />

1 - Explosion Threshold (2)<br />

2 - Explosion Threshold (4)<br />

3 - Explosion Threshold (6)<br />

4 - Explosion Threshold (7)<br />

SUBSYSTEMS: AUXILIARY<br />

ROLL EFFECT<br />

1 AUX: -2 to 1d6 Systems<br />

2 AUX: -2 to 1d6 Systems<br />

3 Cascade: Roll Twice More<br />

4 Cascade: Roll Twice More<br />

5 AUX: -2 to 1d6 Systems<br />

6 AUX: -2 to 1d6 Systems<br />

Note that Information Warfare systems are not counted as AUX systems in POD.<br />

2


POD damage system<br />

PERK AND FLAW CHANGES<br />

• Armour Piercing -- Armour Piercing weapons use the<br />

Reduced column of the Damage Effects table to determine<br />

the number of Component Damage table rolls.<br />

• Haywire/Cascade -- Haywire weapons use the Enhanced<br />

column of the Damage Effects table to determine the number<br />

of Component Damage table rolls.<br />

• Reinforced Systems -- There is fundamentally no changes<br />

to the way the various reinforced perks work. A hit to the<br />

appropriate subsystem is negated for each time the perk<br />

was added to the vehicle. The only difference deals with<br />

the Reinforced Ammo/Fuel perk: do not divide Deployment<br />

Range and Ammunition by one half.<br />

• Overheating -- Vehicles that possess this flaw who take a<br />

Power Plant hit gain the Extreme Overheating flaw on the first<br />

hit, Random Shutdown (3) on the second hit, and the usual<br />

Plant Destroyed on the third.<br />

• Extreme Overheating -- Vehicles that possess this flaw who<br />

take a Power Plant hit gain the Random Shutdown (2) flaw on<br />

the first hit, Random Shutdown (5) on the second hit, and the<br />

usual Plant Destroyed on the third.<br />

• Vulnerable to Haywire -- In brutality, vehicles with this flaw hit<br />

by Haywire weapons suffer damage at one level higher on the<br />

Damage Effects table (ie, if hit with 2.5x their AR, they would<br />

take damage not at 4 rolls, the usual for a Haywire weapon,<br />

but instead take 8 rolls!).<br />

ACTION<br />

• Exposed Auxiliaries -- 2d6 (normal Silhouette dice rolling<br />

applies) systems are hit per AUX hit.<br />

• Exposed Crew -- Vehicles with this flaw begin the game<br />

as though they had already suffered a Crew result. Fill in<br />

one Crew Hit box on the Record Sheet. No crew has been<br />

killed, nor does the vehicle begin with a stunned crew, but<br />

hits against the crew are immediately handled at the worse<br />

threshold.<br />

• Exposed Systems -- Add 1 to the die roll whenever rolling<br />

under the Weapon Systems subtable.<br />

• Exposed Movement -- Add 1 to the die roll whenever rolling<br />

under the Movement Systems subtable.<br />

• Fragile Chassis -- Add 1 to the die roll whenever rolling<br />

under the Structure subtable.<br />

• Hazardous Ammo -- Vehicles with this flaw begin the game<br />

as though they had already suffered an Ammunition hit. Fill in<br />

one Ammunition Hit box on the Record Shot. The vehicle did<br />

not explode, but hits against the Ammunition are immediately<br />

handled at the worse threshold.<br />

<br />

3


POD Damage system<br />

WEAPON SYSTEMS<br />

(ANYTHING DESIGNED UNDER 4.2: SYSTEM DESIGN)<br />

Short<br />

Base Effect:<br />

Multiple:<br />

Same Turn:<br />

Other Turn:<br />

System Damaged<br />

Base Effect:<br />

Multiple:<br />

System Destroyed<br />

Base Effect:<br />

Multiple:<br />

A single weapon system shorts out and is<br />

unavailable for the remainder of this turn as well<br />

as being unavailable next turn. The weapon<br />

is not damaged, and automatically becomes<br />

available again after the short period<br />

For every Short result, the affected system is<br />

chosen randomly.<br />

If a shorted system receives additional short<br />

results during the same hit, the short result is<br />

unaffected, but the system additionally receives<br />

a System Damaged result.<br />

If a shorted system receives additional short<br />

results from a different hit (either in the same<br />

or subsequent turn), then the short result is<br />

extended by an additional turn.<br />

A single system suffers a -1 penalty to any further<br />

actions that involve it.<br />

For every Damaged result, the affected system is<br />

chosen randomly.<br />

Each additional System Damaged result against<br />

a system (regardless when it is received) applies<br />

an additional -1 penalty to the system. A system<br />

no longer functions when it reaches -3 worth<br />

of penalties (independent of the inherent ACC<br />

of the weapon). At -4 they cannot even be<br />

salvaged and are treated as System Destroyed,<br />

below. (Note that Fire Control Destroyed results<br />

are not counted as weapon damage)<br />

If all Systems have been destroyed, this result is<br />

treated as an Ammunition hit, below.<br />

A single system is rendered inoperative by<br />

incoming fire. For the remainder of combat, the<br />

system cannot be used for any purpose.<br />

For every Destroyed result, the affected system<br />

is chosen randomly.<br />

A system can only receive a System Destroyed<br />

once. Do not count the system as part of the<br />

eligible weapons pool on System Damaged or<br />

System Destroyed results.<br />

If all Systems have been destroyed, this result is<br />

treated as an Ammunition hit, below.<br />

Ammunition<br />

Base Effect:<br />

First Hit:<br />

Second Hit:<br />

Third Hit:<br />

Fourth Plus:<br />

Special:<br />

Each hit to the volatile ammunition may cause<br />

an explosion. Make a single test at two dice<br />

and compare verses the threshold to avoid<br />

ammunition explosion. If the test is failed, the<br />

ammunition explodes, destroying the vehicle.<br />

Threshold = 3<br />

Threshold = 5<br />

Threshold = 6<br />

Threshold = 7<br />

Ammunition, for the purposes of internal<br />

explosions and causing vehicle destruction,<br />

is not only limited to the conventional rockets<br />

and/or shells, but also high-energy capacitors<br />

for lasers and gauss weapons, cooling relays,<br />

internal plasma taps, etc. Unless a vehicle has<br />

no weapons that could possibly fit within the<br />

above parameters (a regular passenger car, a<br />

mecha with only non-powered melee weapons)<br />

it is still eligible for Ammunition hits.<br />

At the end of any round, a pilot may elect to<br />

jettison the ammunition from his weapons.<br />

Whether this is possible is entirely up to the<br />

designers of the vehicle; in general, externally<br />

mounted or handheld weapons, as well as<br />

weapons mounted on hardpoints, can have<br />

their ammunition disposed of (in the case of<br />

hardpoints, it may be jettisoning the entire<br />

weapon). Internally mounted weapons may or<br />

may not have the ability depending on vehicle<br />

type (a tank likely would not, while a giant robot<br />

might very well).<br />

It is also possible to ‘power down’ energy<br />

weapons to eliminate their volatility (be it<br />

capacitors, plasma bottles, etc).<br />

Jettisoning ammo for a single weapon is a Free<br />

Action (costs no actions); jettisoning ammo<br />

for all eligible weapons takes 1 Action. Once<br />

ammunition has been ejected, the weapon can<br />

no longer fire, however, if no ammunition remains<br />

on board (all weapons ammunition depleted,<br />

jettisoned or deactivated) Ammunition results on<br />

the subsystem roll no longer has any effect.<br />

4


POD damage system<br />

DRIVE SYSTEMS<br />

Maneuver<br />

Base Effect:<br />

Multiple:<br />

Direction Control<br />

Base Effect:<br />

Multiple:<br />

The currently engaged movement system has its<br />

Maneuver value reduced by one.<br />

Each subsequent Maneuver result against a<br />

movement system further reduces its maneuver<br />

value by one.<br />

After 3 Maneuver hits, each subsequent<br />

Maneuver hit result counts as a Direction Control<br />

hit, described below.<br />

The base cost for changing the vehicle’s facing<br />

with the currently engaged movement system is<br />

increased by 1 MP.<br />

A second Direction Control hit against a<br />

movement system increases the MP cost for a<br />

facing change by an additional 1 MP.<br />

After two Direction Control results, each<br />

subsequent Direction Control result counts as a<br />

Drive Hit result, described below.<br />

Drive Hit<br />

Base Effect:<br />

Special:<br />

Multiple:<br />

Special:<br />

The current movement system’s Combat Speed<br />

MP is reduced by one-third (round up).<br />

The MP reduction is to the base MP of the drive<br />

system. Movement results, described above,<br />

subtract their penalty from this base number.<br />

A second Drive Hit against a movement system<br />

reduces the Combat Speed MP by another third.<br />

The third hit reduces the MP to zero and is<br />

considered destroyed. The vehicle may switch<br />

to an alternate movement system if capable.<br />

If the unit does not (or is unable to) switch to<br />

a different movement system after a system is<br />

destroyed, or is suffers this damage result again<br />

before being able to switch, apply the results to<br />

one of the remaining movement systems.<br />

Movement<br />

Base Effect:<br />

Multiple:<br />

Special:<br />

The currently engaged movement system’s<br />

Combat Speed is reduced by 1 MP.<br />

Each subsequent Movement result against a<br />

movement system further reduces its Combat<br />

Speed by 1 MP. At 0 MPs, the movement system<br />

is no longer usable and is considered destroyed.<br />

The vehicle may switch to an alternate movement<br />

system if capable.<br />

If the unit does not (or is unable to) switch to<br />

a different movement system after a system<br />

is reduced to 0 MP, or is suffers this damage<br />

result again before being able to switch, apply<br />

the results to one of the remaining movement<br />

systems.<br />

5


POD Damage system<br />

ENGINEERING SYSTEMS<br />

Power Grid Short<br />

Base Effect:<br />

Multiple:<br />

Helm Controls<br />

Base Effect:<br />

Multiple:<br />

Power Converters<br />

Base Effect:<br />

Multiple:<br />

Power Transfers<br />

Base Effect:<br />

Multiple:<br />

1d6 worth of (Weapon) Systems are affected<br />

by the (Weapon) Short effect, described under<br />

Weapon Systems<br />

Additional Power Grid Short results during the<br />

same damage result are handled as are mulitple<br />

Short results, found under Weapon Systems,<br />

with the exception of 1d6 worth of Systems are<br />

affected.<br />

When this system is hit, all subsequent Piloting<br />

tests (including Defence) are performed at a -5<br />

penalty.<br />

This effect can only occur once. Further hits to<br />

this subsystem are ignored.<br />

When this system is hit, all subsequent Gunnery<br />

tests are performed at a -5 penalty.<br />

This effect can only occur once. Further hits to<br />

this subsystem are ignored.<br />

When this system is hit, the power couplings<br />

and/or fuel couplings between the power plant<br />

and the drive units are severed. No further<br />

MP or Thrust may be spent by the vehicle until<br />

repaired.<br />

This effect can only occur once. Further hits to<br />

this subsystem are treated as a Plant Hit, below.<br />

STRUCTURE<br />

Minor System<br />

Base Effect:<br />

Examples:<br />

Special:<br />

Bulkheads<br />

Base Effect:<br />

Multiple:<br />

Structure<br />

Base Effect:<br />

First Hit:<br />

Second Hit:<br />

A vehicular system not readily important to its<br />

combat value is destroyed.<br />

Lifepod, Navigation System, Navigation Lights,<br />

Docking Port, Laboratory, Sickbay, Satellite<br />

Uplink, Beer Fridge, Platoon Logo, Transponder,<br />

etc.<br />

In RPG campaigns, this may have some<br />

detrimental effects (especially life pods!) but<br />

it does not immediately impact the vehicle’s<br />

combat worthiness.<br />

Something makes a very loud sickening sound<br />

deep within the hull of the vehicle.<br />

The crew gets very nervous from the strange<br />

groans emanating from their vehicle’s structure.<br />

The vehicle begins to take damage to the<br />

structure which holds it together.<br />

No game effect occurs at this stage.<br />

The vehicle shows signs of structural duress, as<br />

it begins to come apart. The vehicle loses all<br />

HEP for its occupants.<br />

Third Hit: The vehicle’s internal structure suffers a<br />

catastrophic failure. The vehicle is destroyed.<br />

Plant Hit<br />

Base Effect:<br />

First Hit:<br />

Second Hit:<br />

Third HIt<br />

Damage to the Power Plant of the vehicle causes<br />

the vehicle to gain the following flaws:<br />

Vehicle gains the Overheating Flaw.<br />

Vehicle gains the Heavy Overheating Flaw.<br />

The Power Plant is destroyed. Roll 2d6 versus a<br />

threshold of 4.<br />

If successful, Vehicle is rendered inoperative, but<br />

no further effect.<br />

If the check fails, the Power Plant does something<br />

nasty, destroying the vehicle utterly.<br />

6


POD damage system<br />

COCKPIT SYSTEMS<br />

Targeting<br />

Base Effect: All weapons fire tests from the vehicle suffer a -1<br />

penalty to further actions.<br />

Multiple:<br />

Additional Targeting hits add a further cumulative<br />

-1 penalty.<br />

Special: The maximum penalty to Targeting is -4.<br />

Information Warfare<br />

Base Effect:<br />

Multiple:<br />

Crew Compartment<br />

Base Effect:<br />

Roll 1d6; this number of Information Warfare<br />

systems on the vehicle are damaged, suffering a<br />

-1 penalty to their rating.<br />

Each additional IW hit against an IW system<br />

increases the penalty by two. When IW systems<br />

reach -5, they are considered destroyed.<br />

Remove those systems from the pool of eligible<br />

IW affected by an IW hit.<br />

If no IW systems remain, no damage is done.<br />

The cockpit or bridge is hit, stunning and possibly<br />

injuring the crew. Roll a single test on 2 dice<br />

versus the threshold listed below. As further<br />

Crew hits are taken, the threshold increases.<br />

AUXILIARY<br />

AUX Systems<br />

Base Effect:<br />

Multiple:<br />

Cascade<br />

Base Effect:<br />

Roll 1d6; this number of Auxiliary systems on<br />

the vehicle are damaged, suffering a -1 penalty<br />

to their rating. Auxiliary Systems without ratings<br />

degrade on the basis of Skill use (-1 to any Skill<br />

roll using that device) or efficiency (lose 33%<br />

efficiency).<br />

Each additional AUX hit against an Auxiliary<br />

system increases the penalty by two. When<br />

Auxiliary systems reach -5 they are considered<br />

destroyed. Remove those systems from the pool<br />

of eligible Auxiliary Systems affected by an AUX<br />

hit.<br />

If no AUX systems remain, no damage is done.<br />

The shot pe<strong>net</strong>rates deeply or riccochets within<br />

the hull. Roll twice more on the Component<br />

Damage Table<br />

If the test passes, the crew is stunned/injured.<br />

During the following turn, the vehicle has one<br />

less action than normal.<br />

If the test is failed, 10% (rounded up) of the crew<br />

is considered a casualty.<br />

First Hit:<br />

Second Hit:<br />

Third Hit:<br />

Fourth Hit:<br />

Fifth Plus:<br />

If the crew is all killed, unless the vehicle<br />

possesses a sentient computer, it is considered<br />

destroyed.<br />

Threshold = 2<br />

Threshold = 3<br />

Threshold = 4<br />

Threshold = 5<br />

Threshold = 6<br />

7


POD Damage system<br />

OPTIONAL GENRE POINTS USAGE<br />

Even under the POD system, a lucky hit can result in a very<br />

tough break for the pilot, knocking the helm out of kilter, or<br />

touching off an ammunition explosion. At the GM’s option, the<br />

following new Genre Effect can be included in the campaign:<br />

It Only Hit the Door!<br />

At the cost of 1 to 3 Genre Points, a character can annul<br />

the effects of a single roll on the Component System Table<br />

(and appropriate subtable), in effect converting the roll into<br />

a Bulkhead hit. The cost in GP is determined by the GM as<br />

appropriate for the situation and the severity of the hit.<br />

8


VEHICLE IDENTIFICATION<br />

NAME<br />

<br />

CREW DATA AND SKILLS<br />

TYPE NUMBER LEVEL ACTIONS PILOT GUNNERY IW<br />

<br />

CREW HITS<br />

<br />

(2) (3) (4) (5) (6)<br />

MODEL/MAKE<br />

LIVE / / /<br />

UNIT/AFFILIATION<br />

COMPUTER (SENTIENT) / / /<br />

COMPUTER (DUMB) / / /<br />

CASUALTIES<br />

HULL DATA<br />

SIZE<br />

PRODUCTION<br />

THREAT VALUE<br />

LEMON DICE<br />

<br />

TOTAL ACTIONS<br />

MOVEMENT DATA<br />

MOVEMENT MODE COMBAT TOP MAN<br />

<br />

MANEUVER & DIR<br />

<br />

MAN MAN MAN DIR DIR<br />

DAMAGE<br />

CURRENT MPs<br />

<br />

ARMOUR<br />

ARMOUR VALUE<br />

<br />

DAMAGE<br />

CURRENT ARMOUR VALUE<br />

<br />

DEPLOYMENT RANGE<br />

REACTION MASS<br />

SPECIAL<br />

<br />

STRUCTURE PLANT <br />

ELECTRONICS DATA<br />

<br />

DAMAGE<br />

<br />

ARMOUR SPECIAL PROPERTIES<br />

STRUTS<br />

DECOMP DEST OH HvyOH DEST<br />

SENSOR TYPE RATING RANGE<br />

-1 -3 D<br />

TARGETING<br />

<br />

HELM CONVERTER TRANSFER <br />

AMMO HITS<br />

<br />

-1 -2 -3 -4<br />

-5 PILOTING -5 GUNNERY NO MOVEMENT<br />

(3) (5) (6) (7)<br />

COMMUNICATIONS<br />

FIRE CONTROL<br />

PERKS AND FLAWS<br />

<br />

ACTIVATION<br />

<br />

DAMAGE<br />

<br />

NAME RATING EFFECT AUX<br />

USAGE<br />

-1 -3 D<br />

WEAPONS<br />

<br />

AMMO<br />

<br />

DAMAGE<br />

<br />

QTY MAKE/MODEL ARC ACC DM BR ROF SPECIAL AMMUNITION<br />

USAGE<br />

S -1 -2 D

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